本文整理汇总了Golang中github.com/runningwild/haunts/base.Log函数的典型用法代码示例。如果您正苦于以下问题:Golang Log函数的具体用法?Golang Log怎么用?Golang Log使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Log函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: AiMoveToPos
func (a *Move) AiMoveToPos(ent *game.Entity, dst []int, max_ap int) game.ActionExec {
base.Log().Printf("PATH: Request move to %v", dst)
graph := ent.Game().Graph(ent.Side(), false, nil)
src := []int{ent.Game().ToVertex(ent.Pos())}
_, path := algorithm.Dijkstra(graph, src, dst)
base.Log().Printf("PATH: Found path of length %d", len(path))
ppx, ppy := ent.Pos()
if path == nil {
return nil
}
_, xx, yy := ent.Game().FromVertex(path[len(path)-1])
base.Log().Printf("PATH: %d,%d -> %d,%d", ppx, ppy, xx, yy)
if ent.Stats.ApCur() < max_ap {
max_ap = ent.Stats.ApCur()
}
path = limitPath(ent, src[0], path, max_ap)
_, xx, yy = ent.Game().FromVertex(path[len(path)-1])
base.Log().Printf("PATH: (limited) %d,%d -> %d,%d", ppx, ppy, xx, yy)
if len(path) <= 1 {
return nil
}
var exec moveExec
exec.SetBasicData(ent, a)
exec.Path = path
return &exec
}
示例2: measureCost
func (exec *moveExec) measureCost(ent *game.Entity, g *game.Game) int {
if len(exec.Path) == 0 {
base.Error().Printf("Zero length path")
return -1
}
if g.ToVertex(ent.Pos()) != exec.Path[0] {
base.Error().Printf("Path doesn't begin at ent's position, %d != %d", g.ToVertex(ent.Pos()), exec.Path[0])
return -1
}
graph := g.Graph(ent.Side(), true, nil)
v := g.ToVertex(ent.Pos())
cost := 0
for _, step := range exec.Path[1:] {
dsts, costs := graph.Adjacent(v)
ok := false
prev := v
base.Log().Printf("Adj(%d):", v)
for j := range dsts {
base.Log().Printf("Node %d", dsts[j])
if dsts[j] == step {
cost += int(costs[j])
v = dsts[j]
ok = true
break
}
}
base.Log().Printf("%d -> %d: %t", prev, v, ok)
if !ok {
return -1
}
}
return cost
}
示例3: loadHouse
func loadHouse(gp *GamePanel) lua.GoFunction {
return func(L *lua.State) int {
if !LuaCheckParamsOk(L, "LoadHouse", LuaString) {
return 0
}
gp.script.syncStart()
defer gp.script.syncEnd()
name := L.ToString(-1)
def := house.MakeHouseFromName(name)
if def == nil || len(def.Floors) == 0 {
base.Error().Printf("No house exists with the name '%s'.", name)
return 0
}
gp.game = makeGame(def)
gp.game.viewer.Edit_mode = true
gp.game.script = gp.script
base.Log().Printf("script = %p", gp.game.script)
gp.AnchorBox = gui.MakeAnchorBox(gui.Dims{1024, 768})
gp.AnchorBox.AddChild(gp.game.viewer, gui.Anchor{0.5, 0.5, 0.5, 0.5})
gp.AnchorBox.AddChild(MakeOverlay(gp.game), gui.Anchor{0.5, 0.5, 0.5, 0.5})
base.Log().Printf("Done making stuff")
return 0
}
}
示例4: DoMoveFunc
// Performs a move action to the closest one of any of the specifed inputs
// points. The movement can be restricted to not spend more than a certain
// amount of ap.
// Format:
// success, p = DoMove(dsts, max_ap)
//
// Input:
// dsts - array[table[x,y]] - Array of all points that are acceptable
// destinations.
// max_ap - integer - Maxmium ap to spend while doing this move, if the
// required ap exceeds this the entity will still move
// as far as possible towards a destination.
//
// Output:
// success = bool - True iff the move made it to a position in dsts.
// p - table[x,y] - New position of this entity, or nil if the move failed.
func DoMoveFunc(a *Ai) lua.GoFunction {
return func(L *lua.State) int {
if !game.LuaCheckParamsOk(L, "DoMove", game.LuaArray, game.LuaInteger) {
return 0
}
me := a.ent
max_ap := L.ToInteger(-1)
L.Pop(1)
cur_ap := me.Stats.ApCur()
if max_ap > cur_ap {
max_ap = cur_ap
}
n := int(L.ObjLen(-1))
dsts := make([]int, n)[0:0]
for i := 1; i <= n; i++ {
L.PushInteger(i)
L.GetTable(-2)
x, y := game.LuaToPoint(L, -1)
dsts = append(dsts, me.Game().ToVertex(x, y))
L.Pop(1)
}
var move *actions.Move
var ok bool
for i := range me.Actions {
move, ok = me.Actions[i].(*actions.Move)
if ok {
break
}
}
if !ok {
// TODO: what to do here? This poor guy didn't have a move action :(
L.PushNil()
L.PushNil()
return 2
}
exec := move.AiMoveToPos(me, dsts, max_ap)
if exec != nil {
a.execs <- exec
<-a.pause
// TODO: Need to get a resolution
x, y := me.Pos()
v := me.Game().ToVertex(x, y)
complete := false
for i := range dsts {
if v == dsts[i] {
complete = true
break
}
}
L.PushBoolean(complete)
game.LuaPushPoint(L, x, y)
base.Log().Printf("Finished move")
} else {
base.Log().Printf("Didn't bother moving")
L.PushBoolean(true)
L.PushNil()
}
return 2
}
}
示例5: AiAttackPosition
func (a *AoeAttack) AiAttackPosition(ent *game.Entity, x, y int) game.ActionExec {
if !ent.HasLos(x, y, 1, 1) {
base.Log().Printf("Don't have los")
return nil
}
if a.Ap > ent.Stats.ApCur() {
base.Log().Printf("Don't have the ap")
return nil
}
var exec aoeExec
exec.SetBasicData(ent, a)
exec.X, exec.Y = x, y
return &exec
}
示例6: AllPathablePointsFunc
// Returns an array of all points that can be reached by walking from a
// specific location that end in a certain general area. Assumes that a 1x1
// unit is doing the walking.
// Format:
// points = AllPathablePoints(src, dst, min, max)
//
// Inputs:
// src - table[x,y] - Where the path starts.
// dst - table[x,y] - Another point near where the path should go.
// min - integer - Minimum distance from dst that the path should end at.
// max - integer - Maximum distance from dst that the path should end at.
//
// Outputs:
// points - array[table[x,y]]
func AllPathablePointsFunc(a *Ai) lua.GoFunction {
return func(L *lua.State) int {
if !game.LuaCheckParamsOk(L, "AllPathablePoints", game.LuaPoint, game.LuaPoint, game.LuaInteger, game.LuaInteger) {
return 0
}
min := L.ToInteger(-2)
max := L.ToInteger(-1)
x1, y1 := game.LuaToPoint(L, -4)
x2, y2 := game.LuaToPoint(L, -3)
a.ent.Game().DetermineLos(x2, y2, max, grid)
var dst []int
for x := x2 - max; x <= x2+max; x++ {
for y := y2 - max; y <= y2+max; y++ {
if x > x2-min && x < x2+min && y > y2-min && y < y2+min {
continue
}
if x < 0 || y < 0 || x >= len(grid) || y >= len(grid[0]) {
continue
}
if !grid[x][y] {
continue
}
dst = append(dst, a.ent.Game().ToVertex(x, y))
}
}
vis := 0
for i := range grid {
for j := range grid[i] {
if grid[i][j] {
vis++
}
}
}
base.Log().Printf("Visible: %d", vis)
graph := a.ent.Game().Graph(a.ent.Side(), true, nil)
src := []int{a.ent.Game().ToVertex(x1, y1)}
reachable := algorithm.ReachableDestinations(graph, src, dst)
L.NewTable()
base.Log().Printf("%d/%d reachable from (%d, %d) -> (%d, %d)", len(reachable), len(dst), x1, y1, x2, y2)
for i, v := range reachable {
_, x, y := a.ent.Game().FromVertex(v)
L.PushInteger(i + 1)
game.LuaPushPoint(L, x, y)
L.SetTable(-3)
}
return 1
}
}
示例7: masterRoutine
// Need a goroutine for each ai - all things will go through is so that things
// stay synchronized
func (a *Ai) masterRoutine() {
for {
select {
case <-a.terminate:
if a.watcher != nil {
a.watcher.Close()
}
close(a.active_query)
return
case a.active = <-a.active_set:
if a.active == false {
if a.ent == nil {
base.Log().Printf("Evaluating = false")
} else {
base.Log().Printf("Ent %p inactivated", a.ent)
}
a.evaluating = false
}
case a.active_query <- a.active:
case <-a.exec_query:
if a.active {
select {
case a.pause <- struct{}{}:
default:
}
}
if a.active && !a.evaluating {
a.evaluating = true
go func() {
if a.ent == nil {
base.Log().Printf("Eval master")
} else {
base.Log().Printf("Eval ent: %p", a.ent)
}
base.Log().Printf("Evaluating lua script: %s", a.Prog)
// Reset the execution limit in case it was set to 0 due to a
// previous error
a.L.SetExecutionLimit(2500000)
// DoString will panic, and we can catch that, calling it manually
// will exit() if it fails, which we cannot catch
a.L.DoString("Think()")
if a.ent == nil {
base.Log().Printf("Completed master")
} else {
base.Log().Printf("Completed ent: %p", a.ent)
}
a.active_set <- false
a.execs <- nil
base.Log().Printf("Sent nil value")
}()
}
}
}
}
示例8: setCursor
// Returns true iff the position specified is a valid position to click in the
// text area. Also sets everything up so that if te.Entry.entering can be set
// to true to begin editing at that position.
func (te *TextEntry) setCursor(mx, my int) bool {
if !pointInsideRect(mx, my, te.Entry.bounds.x, te.Entry.bounds.y, te.Entry.bounds.dx, te.Entry.bounds.dy) {
te.Entry.ghost.offset = -1
return false
}
d := base.GetDictionary(te.Button.Text.Size)
last_dx := 0
base.Log().Printf("Inside")
te.Entry.ghost.index = -1
for i := range te.Entry.text {
w := int(d.StringWidth(te.Entry.text[0 : i+1]))
avg := (last_dx + w) / 2
if pointInsideRect(mx, my, te.Entry.bounds.x, te.Entry.bounds.y, avg, te.Entry.bounds.dy) {
te.Entry.ghost.offset = last_dx
te.Entry.ghost.index = i
break
}
last_dx = w
}
if te.Entry.ghost.index < 0 {
te.Entry.ghost.offset = int(d.StringWidth(te.Entry.text))
te.Entry.ghost.index = len(te.Entry.text)
}
return true
}
示例9: RenderAt
func (b *Button) RenderAt(x, y int) {
gl.Color4ub(255, 255, 255, byte(b.shade*255))
if b.Texture.Path != "" {
b.Texture.Data().RenderNatural(b.X+x, b.Y+y)
b.bounds.x = b.X + x
b.bounds.y = b.Y + y
b.bounds.dx = b.Texture.Data().Dx()
b.bounds.dy = b.Texture.Data().Dy()
} else {
d := base.GetDictionary(b.Text.Size)
b.bounds.x = b.X + x
b.bounds.y = b.Y + y
b.bounds.dx = int(d.StringWidth(b.Text.String))
b.bounds.dy = int(d.MaxHeight())
base.Log().Printf("Button '%s' @ %d %d %d %d", b.Text.String, b.bounds.x, b.bounds.y, b.bounds.dx, b.bounds.dy)
var just gui.Justification
switch b.Text.Justification {
case "center":
just = gui.Center
b.bounds.x -= b.bounds.dx / 2
case "left":
just = gui.Left
case "right":
just = gui.Right
b.bounds.x -= b.bounds.dx
default:
just = gui.Center
b.bounds.x -= b.bounds.dx / 2
b.Text.Justification = "center"
base.Warn().Printf("Failed to indicate valid aligmnent, '%s' is not valid.", b.Text.Justification)
}
d.RenderString(b.Text.String, float64(b.X+x), float64(b.Y+y), 0, d.MaxHeight(), just)
}
}
示例10: execMinionFunc
func execMinionFunc(a *Ai) lua.GoFunction {
return func(L *lua.State) int {
base.Log().Printf("Exec minion")
if !game.LuaNumParamsOk(L, 1, "execMinion") {
return 0
}
ent := game.LuaToEntity(L, a.game, -1)
if ent == nil {
game.LuaDoError(L, "Tried to execMinion entity which doesn't exist.")
return 0
}
if ent.HauntEnt == nil || ent.HauntEnt.Level != game.LevelMinion {
game.LuaDoError(L, fmt.Sprintf("Tried to execMinion entity with Id=%d, which is not a minion.", ent.Id))
return 0
}
if !ent.Ai.Active() {
game.LuaDoError(L, fmt.Sprintf("Tried to execMinion entity with Id=%d, which is not active.", ent.Id))
return 0
}
exec := <-ent.Ai.ActionExecs()
if exec != nil {
a.execs <- exec
}
<-a.pause
return 0
}
}
示例11: InsertVersusMenu
func InsertVersusMenu(ui gui.WidgetParent, replace func(gui.WidgetParent) error) error {
// return doChooserMenu(ui, makeChooseVersusMetaMenu, replace, inserter(insertGoalMenu))
chooser, done, err := makeChooseVersusMetaMenu()
if err != nil {
return err
}
ui.AddChild(chooser)
go func() {
m := <-done
ui.RemoveChild(chooser)
if m != nil && len(m) == 1 {
base.Log().Printf("Chose: %v", m)
switch m[0] {
case "Select House":
ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "select"}, ""))
case "Random House":
ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "random"}, ""))
case "Continue":
ui.AddChild(MakeGamePanel("versus/basic.lua", nil, map[string]string{"map": "continue"}, ""))
default:
base.Error().Printf("Unknown meta choice '%s'", m[0])
return
}
} else {
err := replace(ui)
if err != nil {
base.Error().Printf("Error replacing menu: %v", err)
}
}
}()
return nil
}
示例12: spawnEnts
// Distributes the ents among the spawn points. Since this is done randomly
// it might not work, so there is a very small chance that not all spawns will
// have an ent given to them, even if it is possible to distrbiute them
// properly. Regardless, at least some will be spawned.
func spawnEnts(g *Game, ents []*Entity, spawns []*house.SpawnPoint) {
sort.Sort(orderSpawnsSmallToBig(spawns))
sanity := 100
var places []entSpawnPair
for sanity > 0 {
sanity--
places = places[0:0]
sort.Sort(orderEntsBigToSmall(ents))
//slightly shuffle the ents
for i := range ents {
j := i + rand.Intn(5) - 2
if j >= 0 && j < len(ents) {
ents[i], ents[j] = ents[j], ents[i]
}
}
// Go through each ent and try to place it in an unused spawn point
used_spawns := make(map[*house.SpawnPoint]bool)
for _, ent := range ents {
for _, spawn := range spawns {
if used_spawns[spawn] {
continue
}
if spawn.Dx < ent.Dx || spawn.Dy < ent.Dy {
continue
}
used_spawns[spawn] = true
places = append(places, entSpawnPair{ent, spawn})
break
}
}
if len(places) == len(spawns) {
break
}
}
if sanity > 0 {
base.Log().Printf("Placed all objects with %d sanity remaining", sanity)
} else {
base.Warn().Printf("Only able to place %d out of %d objects", len(places), len(spawns))
}
for _, place := range places {
place.ent.X = float64(place.spawn.X + rand.Intn(place.spawn.Dx-place.ent.Dx+1))
place.ent.Y = float64(place.spawn.Y + rand.Intn(place.spawn.Dy-place.ent.Dy+1))
g.viewer.AddDrawable(place.ent)
g.Ents = append(g.Ents, place.ent)
base.Log().Printf("Using object '%s' at (%.0f, %.0f)", place.ent.Name, place.ent.X, place.ent.Y)
}
}
示例13: LuaDecodeValue
// Decodes a value from the reader and pushes it onto the stack
func LuaDecodeValue(r io.Reader, L *lua.State, g *Game) error {
var le luaEncodable
err := binary.Read(r, binary.LittleEndian, &le)
if err != nil {
return err
}
switch le {
case luaEncBool:
var v byte
err = binary.Read(r, binary.LittleEndian, &v)
L.PushBoolean(v == 1)
case luaEncNumber:
var f float64
err = binary.Read(r, binary.LittleEndian, &f)
L.PushNumber(f)
case luaEncNil:
L.PushNil()
case luaEncEntity:
var id uint64
err = binary.Read(r, binary.LittleEndian, &id)
ent := g.EntityById(EntityId(id))
LuaPushEntity(L, ent)
if ent != nil {
base.Log().Printf("LUA: Push Ent %s", ent.Name)
} else {
base.Log().Printf("LUA: Push Ent NIL")
}
case luaEncTable:
err = LuaDecodeTable(r, L, g)
case luaEncString:
var length uint32
err = binary.Read(r, binary.LittleEndian, &length)
if err != nil {
return err
}
sb := make([]byte, length)
err = binary.Read(r, binary.LittleEndian, &sb)
L.PushString(string(sb))
default:
return errors.New(fmt.Sprintf("Unknown lua value id == %d.", le))
}
if err != nil {
return err
}
return nil
}
示例14: LoadAi
func (e *Entity) LoadAi() {
filename := e.Ai_path.String()
if e.Ai_file_override != "" {
filename = e.Ai_file_override.String()
}
if filename == "" {
base.Log().Printf("No ai for %s", e.Name)
e.Ai = inactiveAi{}
return
}
ai_maker(filename, e.Game(), e, &e.Ai, EntityAi)
if e.Ai == nil {
e.Ai = inactiveAi{}
base.Log().Printf("Failed to make Ai for '%s' with %s", e.Name, filename)
} else {
base.Log().Printf("Made Ai for '%s' with %s", e.Name, filename)
}
}
示例15: Activate
func (a *Ai) Activate() {
if a.ent != nil {
base.Log().Printf("Activated entity: %v", a.ent.Name)
}
reload := false
for {
select {
case <-a.watcher.Event:
reload = true
default:
goto no_more_events
}
}
no_more_events:
if reload {
a.setupLuaState()
base.Log().Printf("Reloaded lua state for '%p'", a)
}
a.active_set <- true
}